@tulukaruk I wouldn't be surprised to find some sort of alignment scheme come for humans who really want to change over a long time either. There just isn't a strong plan for that as the other two are really the ones with the hardest lock to a location in general (humans can more easily go both ways to the other planets.) But later down the line... it may well be something people are interested in, and something that could potentially come about. Of course, being a truly despicable and wicked person, or a saint, (not specific names of new types, of course) would take a lot of effort to avoid any middle ground by such people as well...

Posts made by Jairone
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RE: Poll to assess the percent of players per race
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RE: Poll to assess the percent of players per race
There's going to be a fair bit of flexibility in the people who play human or beastman setups depending upon goals, guilds, gameplay experience, etc. I highly doubt this will be able to be anywhere close to accurate.
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RE: Survival & Travel Q&A - Full Recording & Recap
Thanky! Can't be there when real life prevents the good stuff from being done... so appreciate being able to catch up later!
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RE: Fractured Sprint 13/15 Recap (Feb 05, 2018)
@genobee Stunlocking with a big group on a single target would require a lot of coordination, especially with longer cooldowns. Beyond which, I'm imagining the buff effects stacking with such a thing to where once free that player would quite thoroughly wipe out any foes left.
The problem with diminishing returns remains. It promotes CC spam while also not making the smart use of CC important. Stunlocks are not very fun, but the standard diminishing returns thing annoys me like crazy.
On the other hand, I would be open to a stacking buff for being CC'd repeatedly in addition to the other idea, where you start gaining a chance to not only break out of CC with the buffs due, but gain an additional benefit (for example, say you are CC'd three times in a row, and this buff causes you to break out with benefits. It also makes you invisible and leaves a clone behind to look CC'd for two seconds.)
My problem with diminishing returns is that it is a boring idea that serves only to allow PvP to go back to battle more quickly. It adds no depth. I'd like to see thought and depth in encounters. Which is why I favor a different solution. Maybe you have an idea, other than just to say "NO!!!!!!!!!!"?
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RE: Fractured Sprint 13/15 Recap (Feb 05, 2018)
As I noted, PvP hard CC is highly unlikely. Having it be a little more effective in strategy would be nice, as the nerfed versions that are current MMO centric... make it almost worthless with the diminishing.
I'd rather see it be a system with a bigger drawback instead. Say, for example, CCs have a long cooldown and the targets come out with some buffs. For example, you could have one that locks down a target's ability to move, but which gives them a strong damage boost when they are released for a short time.
Planning where and when to CC suddenly becomes important, without making it useless in turn. Having something to mitigate those buffs, positioning when it breaks... there's a lot that can go wrong under that circumstance.
I'd much rather see something like that, than diminishing returns. Which, honestly, feels like a bandaid to the problem in PvP. With the above, it also makes use of the idea in PvE as something that can be an advantage but needs proper planning and attention.
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RE: Fractured Sprint 13/15 Recap (Feb 05, 2018)
@matvanpac I doubt they will have hard CC in PvP where you can just be kept locked down forever, but I do hope they have it a little less... pathetic than in most MMOs at this point. I do like status effects that do lingering after-effect, that's an interesting idea!
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RE: Poll: When are you available to watch livestreams?
Might be U.S. based, but I work nights. So EU times actually work better for me (odd as that may seem.) I can work the 6 PM times there without missing sleep fairly well, so voted for any of that!
Same is probably true of a fair few, as well as weekend workers, so any time is going to have people miss out though. I'd say a little mixing it up would be nice, since 1 set time usually leaves some people out.
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RE: Two Words On Reporting, Leaderboards & Pre-Alpha. I'm tired.
Yikes. Even given a lack of entry for bad behavior, people will cheat at things. It's all over the internet. The idea of being 'best' regardless of how feasible it is, is something people seem to chase after. For instance, high scores on flash games are commonly above the maximum possible.
I do think it is a good rule to exclude cheaters and toxic behavior from rewards for the top end. Sadly, though, this thread seems to be going wild with similar behavior and probably needs a little trimming.
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RE: Fractured Kickstarter - I pledged post!
@cronykil said in Fractured Kickstarter - I pledged post!:
@jairone said in Fractured Kickstarter - I pledged post!:
Yep, pledged up. Figured a lifetime at that price is worth it if the game does well, and not a super-huge loss if it does not. Very cool to see somebody offering those at a price that isn't on the "Virtual property for a car" level!
Star Citizen?
ROFL. Wasn't specifically thinking them with the ship buying hordes... but rather the trend of games selling the lifetimes in the $5000-$10000 packages.
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RE: Let's help design the game!
I think lead ins are an important thing. Small clues scattered around the world to various things, that can be random and repeated in different locations even, can make a huge difference. My idea is thus:
Person A finds some small trinket that has no apparent effect. The writing on it is something they do not recognize. They take it to the closest town, where several other players join them in looking for clues in any literature around.
Person B in a different part of the world has found a map with somewhat newer writing, noting that to get to 'the good stuff' they will need several keys and a guide. It also has a second note that indicates a 'lost library that may help translate older writings.'
Person C finds a book with such writing, but does not have the tools to translate it fully.
A number of other people also have found some trinkets.
The players all look or sell off the items, slowly allowing them to gather as people look for answers and the rewards that may be at hand. That doesn't mean it is guaranteed awesome stuff, but a good mystery where the key items require a little community factor (whether you murder, bribe, intimidate, cooperate, or whatever to get it all gathered) would be interesting to see!
It would also work well with the knowledge systems, as potentially certain knowledge areas would be needed for access to certain of the information or clues.
This could lead into player led events as well, such as players looking for something in a given area and 'hiring' people to find it for a reward. Alternatively, players could make their own such quests, given the tools to do so.
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RE: Fractured Kickstarter - I pledged post!
Yep, pledged up. Figured a lifetime at that price is worth it if the game does well, and not a super-huge loss if it does not. Very cool to see somebody offering those at a price that isn't on the "Virtual property for a car" level!
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RE: Fractured Sprint 13/15 Recap (Feb 05, 2018)
Indeed, there's some limitations to how good older games look, but even relatively low end hardware in use currently (outside business, which still has 60s tech some places) will allow for pretty solid graphics.
There's plenty of games which run with graphics not that much better than GW1 or Gothic3, and which do well. Gameplay is >>>>> graphics. As long as they keep it within so many years of video cards, they will have far better options than the tech those games used. For reference, the video cards of that era (top end) were the 7900 series for Nvidia, and the 1900 series for AMD.
Those are 500 MB cards with similarly tiny bus and memory clock speeds compared to even video cards you can grab for $40 bucks today.
Yes, those games look dated, but not terrible like trying to play some old titles. Used for reference since those are the best 3d minimum viable graphics titles I can think of.
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RE: I have to arbitrarily write a new message on the forum everyday for points....
ROFL. That's blunt, which makes it rather humorous!
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RE: Slow combat vs Fast combat
Somewhere between. Tactics should matter, but it should also be fast enough to make reacting to something important. Ideally to me it should have enough depth to make a little teamwork and forethought advantageous, but not require it to where people will get frustrated when their friends and neighbors are not online for PvE.
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RE: Question about player building
I sincerely hope that it will be set plots, but at the same time that players can build roads if they are in the leadership of a town... such that they can effectively expand plot areas. What I would like to see, and have proposed in a few other games but never been taken up on, is this:
A town starts with a central placement, which includes a central square for gatherings and several roads leading out, along with whatever buildings are bare minimum requirements. This can be done with different layouts, or even with customized building (merely requiring the connected buildings to be placed for the town to become active.)
That would include a few road 'ends', at least two but possibly more. From those road ends, road sections could be built to extend the town. Road sections could be upgraded to have cross connections (aka, making a 3 or 4 way road from a 2 way road.) One of the types of road sections can include a build connection, aka a plot. The area of that plot can be set to different size levels, or it could be custom with the leadership placing area limits.
The nice thing about such a system is that it not only allows for some control, but in turn if desired it could be set to total freedom where people could build their own road structures.
Whether this is something that is worth the development time or not is a good question, but I believe it would be a cool system for making towns that can grow with varying levels of control.
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Make travel adventurous!
One of the biggest problems with most games is that travel isn't an adventure, especially once you are stronger than a region. There's minimal random stuff happening in general in the genre.
So break that mold. Give us hints of treasure in that lake suddenly, bandits attacking a caravan where we can join in on either side, a cryptic clue that we can research with friends to find some lost caverns and see what lies within, etc. etc. etc.
Travel should not always be boring, it should bring with it dangers and rewards all of it's own. So, some risks... food supplies could become an issue, requiring players to hunt. Disease or dangerous wandering foes could make a trip a nightmare. Give us choices on how to deal with such things, signs of the danger, and then we get to make moves based on what we see.
Simply put, instead of making yet another game where people afk auto-run for ten minutes between places, engage us!
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Alliance chats, questions on possibility.
Is there going to be an allied guild system, where people with slightly different interests can have communication channels in game, but not be in the same guild or even faction (obviously this could be a problem for demonic and human groups... not that people won't just do it outside the game
XD) if not game-breaking? Or for helping any bigger groups deal with any guild size limits?
The ability to get together without going outside the game, sometimes, with people in different guilds who are close is huge, and sometimes that's entire groups. So something like this, or custom chat channels, would be nice!
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RE: Why will the control be based on a mouse?
@Holya There's some truth to all that, but there's also problems with how some games do mouse controls. Nothing frustrated me more with the original DOTA than having to constantly click to keep in place, so that I didn't watch the character do stupid things. Soured me on the idea of MOBAs for quite a while, to be honest. It felt like I was a baby-sitter instead of a badass.
So long as they avoid that trap, with auto-attack, the rest are fairly forgivable.
And yes, turn speed is huge in 3d gaming. Talk to anybody who is decent at FPS games and they will note they use a high setting on turn speed. Once you are adjusted to controlling that, anything else feels slow... and you do indeed run circles around people (or win because you get on target quicker.)
That said, I've actually seen some valid uses of keyboard turning in some MMOs, where being able to interact with something on screen during a specific encounter is far more important than turn speed or exacting turn control. Very rare though, although it was always funny to watch those who refused to do it fail.
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RE: 2,000 community members and a little account tweak
Thank you, that is a much better system all in all. Also, much appreciation for the thought being put into a system for changing usernames for anyone so inclined!